mirror of
https://github.com/kuhyx/engineer-thesis-WUT.git
synced 2026-07-04 13:23:09 +02:00
feat: run clang-tidy fix on repo
This commit is contained in:
parent
140fbbc4a1
commit
a88c7a2cab
28
.clang-tidy
28
.clang-tidy
@ -1,38 +1,12 @@
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---
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Checks: '*'
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Checks: '*,-llvmlibc-implementation-in-namespace'
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WarningsAsErrors: ''
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HeaderFilterRegex: ''
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AnalyzeTemporaryDtors: false
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FormatStyle: none
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User: kuchy
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CheckOptions:
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- key: cert-dcl16-c.NewSuffixes
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value: 'L;LL;LU;LLU'
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- key: cert-oop54-cpp.WarnOnlyIfThisHasSuspiciousField
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value: '0'
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- key: cppcoreguidelines-explicit-virtual-functions.IgnoreDestructors
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value: '1'
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- key: cppcoreguidelines-non-private-member-variables-in-classes.IgnoreClassesWithAllMemberVariablesBeingPublic
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value: '1'
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- key: google-readability-braces-around-statements.ShortStatementLines
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value: '1'
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- key: google-readability-function-size.LineThreshold
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value: '16'
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- key: google-readability-namespace-comments.ShortNamespaceLines
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value: '10'
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- key: google-readability-namespace-comments.SpacesBeforeComments
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value: '2'
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- key: modernize-loop-convert.MaxCopySize
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value: '16'
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- key: modernize-loop-convert.MinConfidence
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value: reasonable
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- key: modernize-loop-convert.NamingStyle
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value: CamelCase
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- key: modernize-pass-by-value.IncludeStyle
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value: llvm
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- key: modernize-replace-auto-ptr.IncludeStyle
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value: llvm
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- key: modernize-use-nullptr.NullMacros
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value: 'NULL'
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...
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3
.vscode/extensions.json
vendored
3
.vscode/extensions.json
vendored
@ -17,6 +17,7 @@
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"ms-vscode.cpptools-themes",
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"twxs.cmake",
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"ms-vscode.cmake-tools",
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"mine.cpplint"
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"mine.cpplint",
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"ms-vscode.cpptools"
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]
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}
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@ -1,121 +1,120 @@
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// Copyright [2023] Krzysztof Rudnicki
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#ifndef BREAKOUT_CPP
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#define BREAKOUT_CPP
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#ifndef HOME_KUCHY_ENGINEER_THESIS_WUT_BREAKOUT_BREAKOUT_CPP
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#define HOME_KUCHY_ENGINEER_THESIS_WUT_BREAKOUT_BREAKOUT_CPP
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#include <GLFW/glfw3.h>
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#include <iostream>
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#include "../dependencies/include/glad/glad.h"
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#include "./game.hpp"
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#include "./resourceManager.hpp"
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// GLFW function declarations
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void framebuffer_size_callback(GLFWwindow* window, int width, int height);
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void key_callback(GLFWwindow* window, int key,
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int scancode, int action, int mode);
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void framebuffer_size_callback(GLFWwindow *window, int width, int height);
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void key_callback(GLFWwindow *window, int key, int scancode, int action,
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int mode);
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// The Width of the screen
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const unsigned int SCREEN_WIDTH = 800;
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constexpr int SCREEN_WIDTH = 800;
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// The height of the screen
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const unsigned int SCREEN_HEIGHT = 600;
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constexpr int SCREEN_HEIGHT = 600;
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Game Breakout(SCREEN_WIDTH, SCREEN_HEIGHT);
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Game &getBreakoutInstance() {
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static Game Breakout(SCREEN_WIDTH, SCREEN_HEIGHT);
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return Breakout;
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}
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int main(int argc, char *argv[]) {
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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int main(int /*argc*/, char * /*argv*/[]) {
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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#ifdef __APPLE__
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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#endif
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glfwWindowHint(GLFW_RESIZABLE, false);
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glfwWindowHint(GLFW_RESIZABLE, 0);
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GLFWwindow* window = glfwCreateWindow(SCREEN_WIDTH, SCREEN_HEIGHT,
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"Breakout", nullptr, nullptr);
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glfwMakeContextCurrent(window);
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GLFWwindow *window = glfwCreateWindow(SCREEN_WIDTH, SCREEN_HEIGHT, "Breakout",
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nullptr, nullptr);
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glfwMakeContextCurrent(window);
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// glad: load all OpenGL function pointers
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// ---------------------------------------
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if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
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std::cout << "Failed to initialize GLAD" << std::endl;
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return -1;
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}
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// glad: load all OpenGL function pointers
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// ---------------------------------------
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if (gladLoadGLLoader(reinterpret_cast<GLADloadproc>(glfwGetProcAddress)) ==
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0) {
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std::cout << "Failed to initialize GLAD" << std::endl;
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return -1;
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}
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glfwSetKeyCallback(window, key_callback);
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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glfwSetKeyCallback(window, bugprone-easily-swappable-parameters
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// --------------------
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glViewport(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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// OpenGL configuration
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// initialize game
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// ---------------
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Breakout.Init();
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// deltaTime variables
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// -------------------
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float deltaTime = 0.0F;
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float lastFrame = 0.0F;
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while (glfwWindowShouldClose(window) == 0) {
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// calculate delta time
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// --------------------
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glViewport(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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float const currentFrame = glfwGetTime();
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deltaTime = currentFrame - lastFrame;
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lastFrame = currentFrame;
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glfwPollEvents();
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// initialize game
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// ---------------
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Breakout.Init();
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// manage user input
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// -----------------
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Breakout.ProcessInput(deltaTime);
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// deltaTime variables
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// -------------------
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float deltaTime = 0.0f;
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float lastFrame = 0.0f;
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// update game state
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// -----------------
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Breakout.Update(deltaTime);
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while (!glfwWindowShouldClose(window)) {
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// calculate delta time
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// --------------------
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float currentFrame = glfwGetTime();
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deltaTime = currentFrame - lastFrame;
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lastFrame = currentFrame;
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glfwPollEvents();
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// render
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// ------
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glClearColor(0.0F, 0.0F, 0.0F, 1.0F);
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glClear(GL_COLOR_BUFFER_BIT);
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Breakout.Render();
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// manage user input
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// -----------------
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Breakout.ProcessInput(deltaTime);
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glfwSwapBuffers(window);
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}
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// update game state
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// -----------------
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Breakout.Update(deltaTime);
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// delete all resources as loaded using the resource manager
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// ---------------------------------------------------------
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ResourceManager::Clear();
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// render
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// ------
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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Breakout.Render();
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glfwTerminate();
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return 0;
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}
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glfwSwapBuffers(window);
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void key_callback(GLFWwindow *window, int key, int /*scancode*/, int action,
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int /*mode*/) {
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// when a user presses the escape key, we set the
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// WindowShouldClose property to true, closing the application
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if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS) {
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glfwSetWindowShouldClose(window, 1);
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}
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if (key >= 0 && key < 1024) {
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if (action == GLFW_PRESS) {
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Breakout.Keys[key] = true;
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} else if (action == GLFW_RELEASE) {
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Breakout.Keys[key] = false;
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}
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// delete all resources as loaded using the resource manager
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// ---------------------------------------------------------
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ResourceManager::Clear();
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glfwTerminate();
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return 0;
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}
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}
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void key_callback(GLFWwindow* window, int key,
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int scancode, int action, int mode) {
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// when a user presses the escape key, we set the
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// WindowShouldClose property to true, closing the application
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if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
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glfwSetWindowShouldClose(window, true);
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if (key >= 0 && key < 1024) {
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if (action == GLFW_PRESS)
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Breakout.Keys[key] = true;
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else if (action == GLFW_RELEASE)
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Breakout.Keys[key] = false;
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}
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void framebuffer_size_callback(GLFWwindow * /*window*/, int width, int height) {
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// make sure the viewport matches the new window dimensions;
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// note that width and
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// height will be significantly larger than specified on retina displays.
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glViewport(0, 0, width, height);
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}
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void framebuffer_size_callback(GLFWwindow* window, int width, int height) {
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// make sure the viewport matches the new window dimensions;
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// note that width and
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// height will be significantly larger than specified on retina displays.
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glViewport(0, 0, width, height);
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}
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#endif
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// BREAKOUT_CPP
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@ -1,27 +1,20 @@
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// Copyright [2023] Krzysztof Rudnicki
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#ifndef GAME_CPP
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#define GAME_CPP
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#ifndef HOME_KUCHY_ENGINEER_THESIS_WUT_BREAKOUT_GAME_CPP
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#define HOME_KUCHY_ENGINEER_THESIS_WUT_BREAKOUT_GAME_CPP
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#include "../breakout/game.hpp"
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Game::Game(unsigned int width, unsigned int height)
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: State(GAME_ACTIVE), Keys(), Width(width), Height(height) {
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}
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: State(GAME_ACTIVE), Keys(), Width(width), Height(height) {}
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Game::~Game() {
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}
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Game::~Game() = default;
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void Game::Init() {
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}
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void Game::Init() {}
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void Game::Update(float dt) {
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}
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void Game::Update(float dt) {}
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void Game::ProcessInput(float dt) {
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}
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void Game::Render() {
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}
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void Game::ProcessInput(float dt) {}
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void Game::Render() {}
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#endif
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// GAME_CPP
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@ -1,6 +1,6 @@
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// Copyright [2023] Krzysztof Rudnicki
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#ifndef BREAKOUT_GAME_HPP_
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#define BREAKOUT_GAME_HPP_
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#ifndef HOME_KUCHY_ENGINEER_THESIS_WUT_BREAKOUT_GAME_HPP
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#define HOME_KUCHY_ENGINEER_THESIS_WUT_BREAKOUT_GAME_HPP
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#include <GLFW/glfw3.h>
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@ -26,4 +26,4 @@ public:
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void Render();
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};
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#endif // BREAKOUT_GAME_HPP_
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#endif // HOME_KUCHY_ENGINEER_THESIS_WUT_BREAKOUT_GAME_HPP
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@ -1,116 +1,110 @@
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// Copyright [2023] Krzysztof Rudnicki
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#ifndef BREAKOUT_RESOURCE_MANAGER_HPP_
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#define BREAKOUT_RESOURCE_MANAGER_HPP_
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#include <iostream>
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#include <sstream>
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#include <fstream>
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#ifndef HOME_KUCHY_ENGINEER_THESIS_WUT_BREAKOUT_RESOURCEMANAGER_CPP
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#define HOME_KUCHY_ENGINEER_THESIS_WUT_BREAKOUT_RESOURCEMANAGER_CPP
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#include "../breakout/resourceManager.hpp"
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#include "./shader.hpp"
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#include "./texture.hpp"
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#include "./stb_image.h"
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#include "./texture.hpp"
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// Instantiate static variables
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std::map<std::string, Texture2D> ResourceManager::Textures;
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std::map<std::string, Shader> ResourceManager::Shaders;
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std::map<std::string, Texture2D> ResourceManager::Textures;
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std::map<std::string, Shader> ResourceManager::Shaders;
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Shader ResourceManager::LoadShader(
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const char *vShaderFile,
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const char *fShaderFile,
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const char *gShaderFile,
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std::string name) {
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Shaders[name] = loadShaderFromFile(vShaderFile, fShaderFile, gShaderFile);
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return Shaders[name];
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auto ResourceManager::LoadShader(const char *vShaderFile,
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const char *fShaderFile,
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const char *gShaderFile,
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const std::string &name) -> Shader {
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Shaders[name] = loadShaderFromFile(vShaderFile, fShaderFile, gShaderFile);
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return Shaders[name];
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}
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Shader ResourceManager::GetShader(std::string name) {
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return Shaders[name];
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auto ResourceManager::GetShader(const std::string &name) -> Shader {
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return Shaders[name];
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}
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Texture2D ResourceManager::LoadTexture(
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const char *file,
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bool alpha,
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std::string name) {
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Textures[name] = loadTextureFromFile(file, alpha);
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return Textures[name];
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auto ResourceManager::LoadTexture(const char *file, bool alpha,
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const std::string &name) -> Texture2D {
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Textures[name] = loadTextureFromFile(file, alpha);
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return Textures[name];
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}
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Texture2D ResourceManager::GetTexture(std::string name) {
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return Textures[name];
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auto ResourceManager::GetTexture(const std::string &name) -> Texture2D {
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return Textures[name];
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}
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void ResourceManager::Clear() {
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// (properly) delete all shaders
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for (auto iter : Shaders)
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glDeleteProgram(iter.second.ID);
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// (properly) delete all textures
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for (auto iter : Textures)
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glDeleteTextures(1, &iter.second.ID);
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// (properly) delete all shaders
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for (const auto &iter : Shaders) {
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glDeleteProgram(iter.second.ID);
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}
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// (properly) delete all textures
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for (const auto &iter : Textures) {
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glDeleteTextures(1, &iter.second.ID);
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}
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}
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Shader ResourceManager::loadShaderFromFile(
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const char *vShaderFile,
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const char *fShaderFile,
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const char *gShaderFile) {
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// 1. retrieve the vertex/fragment source code from filePath
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std::string vertexCode;
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std::string fragmentCode;
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std::string geometryCode;
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try {
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// open files
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std::ifstream vertexShaderFile(vShaderFile);
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std::ifstream fragmentShaderFile(fShaderFile);
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std::stringstream vShaderStream, fShaderStream;
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// read file's buffer contents into streams
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vShaderStream << vertexShaderFile.rdbuf();
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fShaderStream << fragmentShaderFile.rdbuf();
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// close file handlers
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vertexShaderFile.close();
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fragmentShaderFile.close();
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// convert stream into string
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vertexCode = vShaderStream.str();
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fragmentCode = fShaderStream.str();
|
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// if geometry shader path is present, also load a geometry shader
|
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if (gShaderFile != nullptr) {
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std::ifstream geometryShaderFile(gShaderFile);
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std::stringstream gShaderStream;
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gShaderStream << geometryShaderFile.rdbuf();
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geometryShaderFile.close();
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geometryCode = gShaderStream.str();
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}
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auto ResourceManager::loadShaderFromFile(const char *vShaderFile,
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const char *fShaderFile,
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const char *gShaderFile) -> Shader {
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// 1. retrieve the vertex/fragment source code from filePath
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||||
std::string vertexCode;
|
||||
std::string fragmentCode;
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||||
std::string geometryCode;
|
||||
try {
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// open files
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std::ifstream vertexShaderFile(vShaderFile);
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std::ifstream fragmentShaderFile(fShaderFile);
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std::stringstream vShaderStream;
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std::stringstream fShaderStream;
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// read file's buffer contents into streams
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vShaderStream << vertexShaderFile.rdbuf();
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fShaderStream << fragmentShaderFile.rdbuf();
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// close file handlers
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vertexShaderFile.close();
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fragmentShaderFile.close();
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// convert stream into string
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vertexCode = vShaderStream.str();
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fragmentCode = fShaderStream.str();
|
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// if geometry shader path is present, also load a geometry shader
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if (gShaderFile != nullptr) {
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std::ifstream geometryShaderFile(gShaderFile);
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std::stringstream gShaderStream;
|
||||
gShaderStream << geometryShaderFile.rdbuf();
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||||
geometryShaderFile.close();
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||||
geometryCode = gShaderStream.str();
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}
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catch (std::exception const&) {
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std::cout << "ERROR::SHADER: Failed to read shader files" << std::endl;
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||||
}
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||||
const char *vShaderCode = vertexCode.c_str();
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||||
const char *fShaderCode = fragmentCode.c_str();
|
||||
const char *gShaderCode = geometryCode.c_str();
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||||
// 2. now create shader object from source code
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Shader shader;
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shader.Compile(vShaderCode,
|
||||
fShaderCode, gShaderFile != nullptr ? gShaderCode : nullptr);
|
||||
return shader;
|
||||
} catch (std::exception const &) {
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||||
std::cout << "ERROR::SHADER: Failed to read shader files" << std::endl;
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||||
}
|
||||
const char *vShaderCode = vertexCode.c_str();
|
||||
const char *fShaderCode = fragmentCode.c_str();
|
||||
const char *gShaderCode = geometryCode.c_str();
|
||||
// 2. now create shader object from source code
|
||||
Shader shader;
|
||||
shader.Compile(vShaderCode, fShaderCode,
|
||||
gShaderFile != nullptr ? gShaderCode : nullptr);
|
||||
return shader;
|
||||
}
|
||||
|
||||
Texture2D ResourceManager::loadTextureFromFile(const char *file, bool alpha) {
|
||||
// create texture object
|
||||
Texture2D texture;
|
||||
if (alpha) {
|
||||
texture.Internal_Format = GL_RGBA;
|
||||
texture.Image_Format = GL_RGBA;
|
||||
}
|
||||
// load image
|
||||
int width, height, nrChannels;
|
||||
unsigned char* data = stbi_load(file, &width, &height, &nrChannels, 0);
|
||||
// now generate texture
|
||||
texture.Generate(width, height, data);
|
||||
// and finally free image data
|
||||
stbi_image_free(data);
|
||||
return texture;
|
||||
auto ResourceManager::loadTextureFromFile(const char *file, bool alpha)
|
||||
-> Texture2D {
|
||||
// create texture object
|
||||
Texture2D texture;
|
||||
if (alpha) {
|
||||
texture.Internal_Format = GL_RGBA;
|
||||
texture.Image_Format = GL_RGBA;
|
||||
}
|
||||
// load image
|
||||
int width;
|
||||
int height;
|
||||
int nrChannels;
|
||||
unsigned char *data = stbi_load(file, &width, &height, &nrChannels, 0);
|
||||
// now generate texture
|
||||
texture.Generate(width, height, data);
|
||||
// and finally free image data
|
||||
stbi_image_free(data);
|
||||
return texture;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
@ -7,16 +7,14 @@
|
||||
** Creative Commons, either version 4 of the License, or (at your
|
||||
** option) any later version.
|
||||
******************************************************************/
|
||||
#ifndef BREAKOUT_RESOURCEMANAGER_HPP_
|
||||
#define BREAKOUT_RESOURCEMANAGER_HPP_
|
||||
#ifndef HOME_KUCHY_ENGINEER_THESIS_WUT_BREAKOUT_RESOURCEMANAGER_HPP
|
||||
#define HOME_KUCHY_ENGINEER_THESIS_WUT_BREAKOUT_RESOURCEMANAGER_HPP
|
||||
|
||||
#include <map>
|
||||
#include <string>
|
||||
|
||||
#include "../dependencies/include/glad/glad.h"
|
||||
|
||||
#include "../breakout/texture.hpp"
|
||||
#include "../breakout/shader.hpp"
|
||||
#include "../breakout/texture.hpp"
|
||||
|
||||
|
||||
// A static singleton ResourceManager class that hosts several
|
||||
@ -27,25 +25,25 @@
|
||||
class ResourceManager {
|
||||
public:
|
||||
// resource storage
|
||||
static std::map<std::string, Shader> Shaders;
|
||||
static std::map<std::string, Texture2D> Textures;
|
||||
static std::max<std::string, Shader> Shaders;
|
||||
static std::max<std::string, Texture2D> Textures;
|
||||
// loads (and generates) a shader program from file loading vertex,
|
||||
// fragment (and geometry) shader's source code.
|
||||
// If gShaderFile is not nullptr, it also loads a geometry shader
|
||||
static Shader LoadShader(
|
||||
static auto LoadShader(
|
||||
const char *vShaderFile,
|
||||
const char *fShaderFile,
|
||||
const char *gShaderFile,
|
||||
std::string name);
|
||||
const std::string& name) -> Shader;
|
||||
// retrieves a stored sader
|
||||
static Shader GetShader(std::string name);
|
||||
static auto GetShader(const std::string& name) -> Shader;
|
||||
// loads (and generates) a texture from file
|
||||
static Texture2D LoadTexture(
|
||||
static auto LoadTexture(
|
||||
const char *file,
|
||||
bool alpha,
|
||||
std::string name);
|
||||
const std::string& name) -> Texture2D;
|
||||
// retrieves a stored texture
|
||||
static Texture2D GetTexture(std::string name);
|
||||
static auto GetTexture(const std::string& name) -> Texture2D;
|
||||
// properly de-allocates all loaded resources
|
||||
static void Clear();
|
||||
|
||||
@ -53,14 +51,14 @@ class ResourceManager {
|
||||
// private constructor,
|
||||
// that is we do not want any actual resource manager objects.
|
||||
// Its members and functions should be publicly available (static).
|
||||
ResourceManager() { }
|
||||
ResourceManager() = default;
|
||||
// loads and generates a shader from file
|
||||
static Shader loadShaderFromFile(
|
||||
static auto loadShaderFromFile(
|
||||
const char *vShaderFile,
|
||||
const char *fShaderFile,
|
||||
const char *gShaderFile = nullptr);
|
||||
const char *gShaderFile) -> Shader;
|
||||
// loads a single texture from file
|
||||
static Texture2D loadTextureFromFile(const char *file, bool alpha);
|
||||
static auto loadTextureFromFile(const char *file, bool alpha) -> Texture2D;
|
||||
};
|
||||
|
||||
#endif // BREAKOUT_RESOURCEMANAGER_HPP_
|
||||
#endif // HOME_KUCHY_ENGINEER_THESIS_WUT_BREAKOUT_RESOURCEMANAGER_HPP
|
||||
|
||||
@ -1,32 +1,32 @@
|
||||
// Copyright [2023] Krzysztof Rudnicki
|
||||
#ifndef BREAKOUT_SHADER_CPP
|
||||
#define BREAKOUT_SHADER_CPP
|
||||
#ifndef HOME_KUCHY_ENGINEER_THESIS_WUT_BREAKOUT_SHADER_CPP
|
||||
#define HOME_KUCHY_ENGINEER_THESIS_WUT_BREAKOUT_SHADER_CPP
|
||||
#include "../breakout/shader.hpp"
|
||||
|
||||
#include <iostream>
|
||||
|
||||
Shader &Shader::Use() {
|
||||
auto Shader::Use() -> Shader & {
|
||||
glUseProgram(this->ID);
|
||||
return *this;
|
||||
}
|
||||
|
||||
void Shader::Compile(const char *vertexSource, const char *fragmentSource,
|
||||
const char *geometrySource) {
|
||||
unsigned int sVertex, sFragment, gShader;
|
||||
unsigned int sVertex;
|
||||
unsigned int sFragment;
|
||||
unsigned int gShader;
|
||||
// vertex Shader
|
||||
sVertex = glCreateShader(GL_VERTEX_SHADER);
|
||||
glShaderSource(sVertex, 1, &vertexSource, NULL);
|
||||
glShaderSource(sVertex, 1, &vertexSource, nullptr);
|
||||
glCompileShader(sVertex);
|
||||
checkCompileErrors(sVertex, "VERTEX");
|
||||
// fragment Shader
|
||||
sFragment = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
glShaderSource(sFragment, 1, &fragmentSource, NULL);
|
||||
glShaderSource(sFragment, 1, &fragmentSource, nullptr);
|
||||
glCompileShader(sFragment);
|
||||
checkCompileErrors(sFragment, "FRAGMENT");
|
||||
// if geometry shader source code is given, also compile geometry shader
|
||||
if (geometrySource != nullptr) {
|
||||
gShader = glCreateShader(GL_GEOMETRY_SHADER);
|
||||
glShaderSource(gShader, 1, &geometrySource, NULL);
|
||||
glShaderSource(gShader, 1, &geometrySource, nullptr);
|
||||
glCompileShader(gShader);
|
||||
checkCompileErrors(gShader, "GEOMETRY");
|
||||
}
|
||||
@ -34,79 +34,90 @@ void Shader::Compile(const char *vertexSource, const char *fragmentSource,
|
||||
this->ID = glCreateProgram();
|
||||
glAttachShader(this->ID, sVertex);
|
||||
glAttachShader(this->ID, sFragment);
|
||||
if (geometrySource != nullptr)
|
||||
if (geometrySource != nullptr) {
|
||||
glAttachShader(this->ID, gShader);
|
||||
}
|
||||
glLinkProgram(this->ID);
|
||||
checkCompileErrors(this->ID, "PROGRAM");
|
||||
// delete the shaders as they're linked into our
|
||||
// program now and no longer necessary
|
||||
glDeleteShader(sVertex);
|
||||
glDeleteShader(sFragment);
|
||||
if (geometrySource != nullptr)
|
||||
if (geometrySource != nullptr) {
|
||||
glDeleteShader(gShader);
|
||||
}
|
||||
}
|
||||
|
||||
void Shader::SetFloat(const char *name, float value, bool useShader) {
|
||||
if (useShader)
|
||||
if (useShader) {
|
||||
this->Use();
|
||||
}
|
||||
glUniform1f(glGetUniformLocation(this->ID, name), value);
|
||||
}
|
||||
void Shader::SetInteger(const char *name, int value, bool useShader) {
|
||||
if (useShader)
|
||||
if (useShader) {
|
||||
this->Use();
|
||||
}
|
||||
glUniform1i(glGetUniformLocation(this->ID, name), value);
|
||||
}
|
||||
void Shader::SetVector2f(const char *name, float x, float y, bool useShader) {
|
||||
if (useShader)
|
||||
if (useShader) {
|
||||
this->Use();
|
||||
}
|
||||
glUniform2f(glGetUniformLocation(this->ID, name), x, y);
|
||||
}
|
||||
void Shader::SetVector2f(const char *name, const glm::vec2 &value,
|
||||
bool useShader) {
|
||||
if (useShader)
|
||||
if (useShader) {
|
||||
this->Use();
|
||||
}
|
||||
glUniform2f(glGetUniformLocation(this->ID, name), value.x, value.y);
|
||||
}
|
||||
void Shader::SetVector3f(const char *name, float x, float y, float z,
|
||||
bool useShader) {
|
||||
if (useShader)
|
||||
if (useShader) {
|
||||
this->Use();
|
||||
}
|
||||
glUniform3f(glGetUniformLocation(this->ID, name), x, y, z);
|
||||
}
|
||||
void Shader::SetVector3f(const char *name, const glm::vec3 &value,
|
||||
bool useShader) {
|
||||
if (useShader)
|
||||
if (useShader) {
|
||||
this->Use();
|
||||
}
|
||||
glUniform3f(glGetUniformLocation(this->ID, name), value.x, value.y, value.z);
|
||||
}
|
||||
void Shader::SetVector4f(const char *name, float x, float y, float z, float w,
|
||||
bool useShader) {
|
||||
if (useShader)
|
||||
if (useShader) {
|
||||
this->Use();
|
||||
}
|
||||
glUniform4f(glGetUniformLocation(this->ID, name), x, y, z, w);
|
||||
}
|
||||
void Shader::SetVector4f(const char *name, const glm::vec4 &value,
|
||||
bool useShader) {
|
||||
if (useShader)
|
||||
if (useShader) {
|
||||
this->Use();
|
||||
}
|
||||
glUniform4f(glGetUniformLocation(this->ID, name), value.x, value.y, value.z,
|
||||
value.w);
|
||||
}
|
||||
void Shader::SetMatrix4(const char *name, const glm::mat4 &matrix,
|
||||
bool useShader) {
|
||||
if (useShader)
|
||||
if (useShader) {
|
||||
this->Use();
|
||||
glUniformMatrix4fv(glGetUniformLocation(this->ID, name), 1, false,
|
||||
}
|
||||
glUniformMatrix4fv(glGetUniformLocation(this->ID, name), 1, 0u,
|
||||
glm::value_ptr(matrix));
|
||||
}
|
||||
|
||||
void Shader::checkCompileErrors(unsigned int object, std::string type) {
|
||||
int success;
|
||||
void Shader::checkCompileErrors(unsigned int object, const std::string &type) {
|
||||
int success = 0;
|
||||
char infoLog[1024];
|
||||
if (type != "PROGRAM") {
|
||||
glGetShaderiv(object, GL_COMPILE_STATUS, &success);
|
||||
if (!success) {
|
||||
glGetShaderInfoLog(object, 1024, NULL, infoLog);
|
||||
if (success == 0) {
|
||||
glGetShaderInfoLog(object, 1024, nullptr, infoLog);
|
||||
std::cout
|
||||
<< "| ERROR::SHADER: Compile-time error: Type: " << type << "\n"
|
||||
<< infoLog
|
||||
@ -115,8 +126,8 @@ void Shader::checkCompileErrors(unsigned int object, std::string type) {
|
||||
}
|
||||
} else {
|
||||
glGetProgramiv(object, GL_LINK_STATUS, &success);
|
||||
if (!success) {
|
||||
glGetProgramInfoLog(object, 1024, NULL, infoLog);
|
||||
if (success == 0) {
|
||||
glGetProgramInfoLog(object, 1024, nullptr, infoLog);
|
||||
std::cout
|
||||
<< "| ERROR::Shader: Link-time error: Type: " << type << "\n"
|
||||
<< infoLog
|
||||
@ -126,4 +137,4 @@ void Shader::checkCompileErrors(unsigned int object, std::string type) {
|
||||
}
|
||||
}
|
||||
|
||||
#endif // BREAKOUT_SHADER_CPP
|
||||
#endif
|
||||
|
||||
@ -1,59 +1,41 @@
|
||||
// Copyright [2023] Krzysztof Rudnicki
|
||||
#ifndef BREAKOUT_SHADER_HPP_
|
||||
#define BREAKOUT_SHADER_HPP_
|
||||
|
||||
#include <string>
|
||||
#ifndef HOME_KUCHY_ENGINEER_THESIS_WUT_BREAKOUT_SHADER_HPP
|
||||
#define HOME_KUCHY_ENGINEER_THESIS_WUT_BREAKOUT_SHADER_HPP
|
||||
|
||||
#include "../dependencies/include/glad/glad.h"
|
||||
#include "../dependencies/include/glm/glm/glm.hpp"
|
||||
#include "../dependencies/include/glm/glm/gtc/type_ptr.hpp"
|
||||
|
||||
|
||||
// General purpose shader object. Compiles from file, generates
|
||||
// compile/link-time error messages and hosts several utility
|
||||
// functions for easy management.
|
||||
class Shader {
|
||||
public:
|
||||
// state
|
||||
unsigned int ID;
|
||||
// constructor
|
||||
Shader() { }
|
||||
// sets the current shader as active
|
||||
Shader &Use();
|
||||
// compiles the shader from given source code
|
||||
void Compile(
|
||||
const char *vertexSource,
|
||||
const char *fragmentSource,
|
||||
const char *geometrySource = nullptr);
|
||||
// note: geometrysource code is optional
|
||||
// utility functions
|
||||
void SetFloat(
|
||||
const char *name,
|
||||
float value,
|
||||
bool useShader = false);
|
||||
void SetInteger(const char *name,
|
||||
int value,
|
||||
bool useShader = false);
|
||||
void SetVector2f(const char *name,
|
||||
float x, float y, bool useShader = false);
|
||||
void SetVector2f(
|
||||
const char *name, const glm::vec2 &value, bool useShader = false);
|
||||
void SetVector3f(
|
||||
const char *name, float x, float y, float z, bool useShader = false);
|
||||
void SetVector3f(
|
||||
const char *name, const glm::vec3 &value, bool useShader = false);
|
||||
void SetVector4f(
|
||||
const char *name,
|
||||
float x, float y, float z, float w,
|
||||
bool useShader = false);
|
||||
void SetVector4f(
|
||||
const char *name, const glm::vec4 &value, bool useShader = false);
|
||||
void SetMatrix4(
|
||||
const char *name, const glm::mat4 &matrix, bool useShader = false);
|
||||
public:
|
||||
// state
|
||||
unsigned int ID{};
|
||||
// constructor
|
||||
Shader() = default;
|
||||
// sets the current shader as active
|
||||
auto Use() -> Shader &;
|
||||
// compiles the shader from given source code
|
||||
void Compile(const char *vertexSource, const char *fragmentSource,
|
||||
const char *geometrySource);
|
||||
// note: geometrysource code is optional
|
||||
// utility functions
|
||||
void SetFloat(const char *name, float value, bool useShader);
|
||||
void SetInteger(const char *name, int value, bool useShader);
|
||||
void SetVector2f(const char *name, float x, float y, bool useShader);
|
||||
void SetVector2f(const char *name, const glm::vec2 &value, bool useShader);
|
||||
void SetVector3f(const char *name, float x, float y, float z, bool useShader);
|
||||
void SetVector3f(const char *name, const glm::vec3 &value, bool useShader);
|
||||
void SetVector4f(const char *name, float x, float y, float z, float w,
|
||||
bool useShader);
|
||||
void SetVector4f(const char *name, const glm::vec4 &value, bool useShader);
|
||||
void SetMatrix4(const char *name, const glm::mat4 &matrix, bool useShader);
|
||||
|
||||
private:
|
||||
// checks if compilation or linking failed and if so, print the error logs
|
||||
void checkCompileErrors(unsigned int object, std::string type);
|
||||
private:
|
||||
// checks if compilation or linking failed and if so, print the error logs
|
||||
static void checkCompileErrors(unsigned int object, const std::string &type);
|
||||
};
|
||||
|
||||
#endif // BREAKOUT_SHADER_HPP_
|
||||
#endif // HOME_KUCHY_ENGINEER_THESIS_WUT_BREAKOUT_SHADER_HPP
|
||||
|
||||
@ -1,8 +1,7 @@
|
||||
// Copyright [2023] Krzysztof Rudnicki
|
||||
#ifndef BREAKOUT_TEXTURE_CPP_
|
||||
#define BREAKOUT_TEXTURE_CPP_
|
||||
#ifndef HOME_KUCHY_ENGINEER_THESIS_WUT_BREAKOUT_TEXTURE_CPP
|
||||
#define HOME_KUCHY_ENGINEER_THESIS_WUT_BREAKOUT_TEXTURE_CPP
|
||||
|
||||
#include <iostream>
|
||||
|
||||
|
||||
#include "../breakout/texture.hpp"
|
||||
@ -44,4 +43,4 @@ void Texture2D::Bind() const {
|
||||
glBindTexture(GL_TEXTURE_2D, this->ID);
|
||||
}
|
||||
|
||||
#endif // BREAKOUT_TEXTURE_CPP
|
||||
#endif // HOME_KUCHY_ENGINEER_THESIS_WUT_BREAKOUT_TEXTURE_CPP
|
||||
|
||||
@ -1,6 +1,6 @@
|
||||
// Copyright [2023] Krzysztof Rudnicki
|
||||
#ifndef BREAKOUT_TEXTURE_HPP_
|
||||
#define BREAKOUT_TEXTURE_HPP_
|
||||
#ifndef HOME_KUCHY_ENGINEER_THESIS_WUT_BREAKOUT_TEXTURE_HPP
|
||||
#define HOME_KUCHY_ENGINEER_THESIS_WUT_BREAKOUT_TEXTURE_HPP
|
||||
|
||||
#include "../dependencies/include/glad/glad.h"
|
||||
|
||||
@ -10,7 +10,7 @@ class Texture2D {
|
||||
public:
|
||||
// holds the ID of the texture object,
|
||||
// used for all texture operations to reference to this particular texture
|
||||
unsigned int ID;
|
||||
unsigned int ID{};
|
||||
// texture image dimensions
|
||||
unsigned int Width, Height;
|
||||
// width and height of loaded image in pixels
|
||||
@ -36,4 +36,4 @@ public:
|
||||
void Bind() const;
|
||||
};
|
||||
|
||||
#endif // BREAKOUT_TEXTURE_HPP_
|
||||
#endif // HOME_KUCHY_ENGINEER_THESIS_WUT_BREAKOUT_TEXTURE_HPP
|
||||
|
||||
@ -1,4 +1,4 @@
|
||||
#!/bin/sh
|
||||
clang-tidy --config-file=./.clang-tidy --fix-errors --fix-notes -p ./build/compile_commands.json ./breakout/breakout.cpp ./breakout/game.cpp ./breakout/game.hpp ./breakout/resourceManager.cpp ./breakout/resourceManager.hpp ./breakout/shader.cpp ./breakout/shader.hpp ./breakout/texture.cpp ./breakout/texture.hpp
|
||||
clang-tidy --config-file=./.clang-tidy --fix-errors --fix-notes -p ./build/compile_commands.json ./breakout/breakout.cpp
|
||||
|
||||
cpplint ./breakout/breakout.cpp ./breakout/game.cpp ./breakout/game.hpp ./breakout/resourceManager.cpp ./breakout/resourceManager.hpp ./breakout/shader.cpp ./breakout/shader.hpp ./breakout/texture.cpp ./breakout/texture.hpp
|
||||
cpplint ./breakout/breakout.cpp
|
||||
Loading…
Reference in New Issue
Block a user